Zandrite
Virgin
- Joined
- Aug 31, 2019
- Posts
- 19
Hey, so I was pondering this and I would love some opinions.
What are the views on the size of a story block in interactive stories / story games?
Meaning specifically the amount of text presented before a choice.
It seems like a matter of taste, and likely boils down to how pivotal, numerous, or significant you want your choices to be.
So what do you like?
Do you think some choices are pretty unnecessary for a story? E.g. a character needs to get to a location, so obviously you don't give the reader the option of whether or not they open the front door.
Or do some smaller choices add to the quality of the story? E.g. a phone starts ringing that furthers the plot but you still give the reader the choice of not picking up.
Even then, how much do you put between your reader and their next choice? Do you like the idea of long scene settings and descriptors, or do you think that story blocks that run too long take away the momentum and the point of an interactive story?
Thanks for any feedback on this matter!
What are the views on the size of a story block in interactive stories / story games?
Meaning specifically the amount of text presented before a choice.
It seems like a matter of taste, and likely boils down to how pivotal, numerous, or significant you want your choices to be.
So what do you like?
Do you think some choices are pretty unnecessary for a story? E.g. a character needs to get to a location, so obviously you don't give the reader the option of whether or not they open the front door.
Or do some smaller choices add to the quality of the story? E.g. a phone starts ringing that furthers the plot but you still give the reader the choice of not picking up.
Even then, how much do you put between your reader and their next choice? Do you like the idea of long scene settings and descriptors, or do you think that story blocks that run too long take away the momentum and the point of an interactive story?
Thanks for any feedback on this matter!